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DCC Bridge
Anonymous1770420074
02-07 08:45
Model Name
circular coliseum 3d model
Tags
architecture
architecture game asset
architecture game asset historical
architecture historical
arena
coliseum
game asset
game asset historical
historical
polygon
Prompt
Follow all geometry, scale, and polygon distribution rules strictly. Create a complete Low Poly arena / coliseum 3D model optimized for games (maximum 17,000 polygons). The coliseum must be very tall, imposing, and monumental, with a strong vertical presence. The overall scale should prioritize height and mass, making the structure feel massive compared to entrances and seating access points. Structure and Layout: Circular coliseum with a central arena. Two seating levels (two floors of stands) simultaneously. Seating areas and seating doors must be relatively small and compact, so the coliseum walls and structure dominate visually. Each seating level has interior corridors / passages behind the stands. Corridors connect directly to two main entrances, one North and one South. Seating entrances must exist on both floor 1 and floor 2, but should not appear oversized. Entrances and Doors: The North and South main entrances must be large but proportionally narrower compared to the total height of the coliseum. Entrances must include simple structural pillars (generic, not Roman). On the lower interior ring, add multiple cage-style doors (iron-bar or gate-like), evenly spaced and embedded into the wall. Cage doors should feel functional but not oversized. Architectural Style: Generic historical / fantasy coliseum, not Roman-specific. No Roman statues, no classical Roman ornamentation. Simple stone or concrete-like construction. Strong symmetry and clean silhouette. Decorative Elements: Add simple decorative pillars above the seating levels, evenly spaced. Pillars must be low poly and modular. On the very top, add decorative mesh / canopy / net-like structures designed to cast shadows (decorative only). Geometry & Polygon Distribution (VERY IMPORTANT): Prioritize polygon density on curved areas, edges, and silhouettes (outer walls, circular shapes, arches, top rim). Minimize polygons on flat surfaces such as walls, floors, and large planar areas. Avoid unnecessary subdivisions on flat geometry. The model should look smooth in curves but remain simple in flat zones. Style & Optimization: Low Poly, game-ready. Clean topology and modular repetition. No interior props or characters. Neutral materials only (stone / metal look). Technical Constraints: Maximum 17,000 polygons total. Single unified mesh. Proper scale for a playable PvP arena. ❌ Negative Prompt (IMPORTANT – include exactly): Negative prompt: unnecessary geometry, messy or chaotic triangulation, broken or inverted normals, visible faceting, overly dense or high-poly meshes, unrealistic scale or proportions, unnecessary multiple materials, poor topology, non-manifold geometry
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